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HBM's Nuclear Tech Modernized

A rewritten version from scratch of the well-known HBM's Nuclear Tech mod for Forge 1.20.1. Contains very little content at the moment, but our team constantly working on it...

File Details

hbm_m-0.2.0-alpha+1.20.1-forge.jar

  • R
  • Jun 11, 2026
  • 34.73 MB
  • 438
  • 1.20.1
  • Forge

File Name

hbm_m-0.2.0-alpha+1.20.1-forge.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:hbms-nuclear-tech-modernized-1319588:8230649")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

HBM's Nuclear Tech Modernized - 1st Anniversary Update

Greetings

A year ago, I began porting the legendary HBM's Nuclear Tech to modern Minecraft - and since then, the project has grown from an experiment with a single advanced alloy sword into a full-fledged port with hundreds of mechanisms, rockets, radiation and tech. Thank you for playing, testing, reporting bugs, and helping with translations.

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Main Features

Ballistic Missiles and Warheads

A fully functional ballistic missile system ported from original: launch from a pad, trajectory flight, contrail, debris upon destruction, radar detection. Missiles are visible at any distance. Creative tabs for missiles and nuclear weapons have been added, along with recipes for the arc welder and assembly machine (some recipes are marked as WIP).

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Missiles can travel into unloaded chunks and literally have infinite block range limit!

Other

  • Anti-Ballistic Missile (ABM) - interceptor (WIP logic).
  • Rangfinder and 3D render of the Range Detonator for detonation settings.
  • Short Range Designator, Range Designator and Manual Designator with manual coordinates input - lets you set up missile target.
  • Launch Pad - smoke on launch, redstone signal proxy, radar compatibility.
  • Radars - small and large. Kinda WIP, but they works.

Missile launch

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Doomsday Missile strike

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Mushroom cloud

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Schrabidium explosion

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Distant rendering

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Range detonator

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Fat Man Bomb

  • A multi-block Nuke Fat Man bomb with a GUI, detonated by redstone or detonator.
  • Place Early Explosive Lenses, Igniter and Plutonium Core inside to explode!
  • Configurable explosion radius in config, craters, radiation, fallout, particles.
  • Explosion logic also used by some missiles and the /hbm_m explosion command.
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BLACK HOLES!

  • A Black Hole Missile summons Hole when explodes. It spaghettis every entity and every block it sucks in!
  • Added Miniature Black Hole item - dangerous to drop!
  • Flame Pony or Antimatter Pellet, thrown into the Hole, disintegrates it.
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Radiation System Improvements

  • Mob mutations when a dose is accumulated:
  • Creeper (≥200 RAD) → Nuclear Creeper (or death by radiation)
  • Cow (≥50 RAD) → Mooshroom
  • Villager (≥500 RAD) → Zombie
  • At ≥1000 RAD - lethal dose for all entities
  • Status effects at intermediate levels: confusion, slowness, weakness, poison, wither

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  • New creepers (ported since 1.7.10):

    • Nuclear - radiation aura
    • Tainted - explosion with spreading Taint
    • Volatile, Phosgene, Gold - unique detonation behavior
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  • Chunk Radiation Absorbers - blocks of several levels (base/red/green/pink), crafting and placement to reduce background radiation in a chunk.

  • Player Decontaminator - a passive decontamination block ported from 1.7.10. Stand on top of it and your accumulated radiation dose ticks down (−0.5 RAD per tick to nearby living entities).

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  • Taint System - Corruption blocks, Taint rocket, infect creepers.
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  • Digamma (DRX) - digamma radiation accumulation, DRX fuel rods, digamma items - WIP

Commands

/hbm_m explosion - spawn nuclear scenarios

Requires level 2 (operator) privileges. Syntax:

/hbm_m explosion <type> [key:value ...] [x y z]

Without coordinates - explode at the position of the command source. Supported types:

ID Description
explosion_nuke_mk5 Standard MK5 (25 radius), full options
explosion_nuke_fatman Fat Man
explosion_nuke_generic Generic standard nuke
explosion_nuke_charge Nuclear charge (block)
explosion_nuke_dud Dud Nuke
explosion_nuke_mine Nuclear mine
explosion_nuke_grenade Nuclear grenade

Advanced options (via the greedy argument advanced): crater:true/false, damage:true/false, biomes:true/false, particles:true/false, sound:true/false, fallout:true/false, amplifier:<float> - not all options are available for every type.

Examples:

/hbm_m explosion explosion_nuke_fatman
/hbm_m explosion explosion_nuke_mk5 amplifier:1.5 crater:true ~ ~ ~

New machines and mechanisms

With working logic

Machine Status
Chemical Plant Fully functional, fluid network
Battery Socket Logic completes, renderer needs finalizing.
Ore Acidizer Fully completed
Fluid Tank Fully functional, added Hazard Diamond rendering
Oil Derrick, Hydraulic Fracturing Tower Full logic
Oil Refinery Partial (works sometimes)
Steam Turbine, Condenser, Industrial Boiler, Fracking tower Partial
Zirnox Complete (reactor, fuel rods, GUI, debris renderer)
Arc Welder Logic + recipes (including warheads)
Soldering Station Logic + recipes
Heating Oven Logic and recipes
Assembly Machine / Advanced Assembler, Press, Centrifuge, Anvil Added JEI integration
Radar / Large Radar Radar sees missiles; large radar sees named mobs, WIP
Prototype Nuke Logic works, but model & textures are missing. WIP
Naval Mine Fully functional, generates naturally
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Machine Upgrades (accelerators)

Port of the classic HBM machine upgrade system: insert upgrade items into dedicated GUI slots to boost compatible machines. Each type comes in Mk.I / Mk.II / Mk.III tiers; levels stack up to the per-machine cap (usually 3).

Upgrade type Effect
Speed −25% processing time per level; increases power draw
Power −25% energy consumption per level
Overdrive ×2 processing cycles per tick per level; extreme speed at high cost
Effectiveness Better range/effect; free-craft chance on some machines
Fortune Increased output yield where applicable
Afterburner Additional processing effects on supported machines

Machines with working upgrade logic: Chemical Plant, Oil Derrick, Fracking Tower, Cyclotron. Crystallizer has upgrade slots and GUI hints; full upgrade processing is still WIP.

изображение

WIP content

  • RBMK - columns with renders, without full reactor logic.
  • Volcano missile warhead - TODO
  • Crucibler, Cyclotron, Breeder, Mixer (in lang - WIP, but Derrick has logic)
  • Steam infrastructure (Watz, Hydrotreater, Cracking Tower, etc.) - decorative/WIP blocks
  • Missile recipes in Assembler and other machines
  • Bad JEI support for some machines
  • Fuel from launch tanks - "temporarily not required (WIP)"
  • WIP content is hidden from creative tabs.

Fluid System

The internal MK2 fluid network was ported and heavily reworked.

Network balancing and priorities

  • Connection priorities (LOWESTHIGHEST) - receivers are filled highest-priority first; within the same tier, demand is split proportionally between all connected tanks and machines.
  • Pressure levels and per-connection speed caps - providers and receivers negotiate how much fluid moves per tick, matching original HBM behavior.
  • Infinite source/sink bypass - Infinite Fluid Tank can force-fill or force-drain an entire connected network in one tick when appropriate.

Fluid pipes and routing

  • Fluid Ducts - standard (NEO), colored, and silver variants; ducts carry a single assigned fluid type through the MK2 pipe graph.
  • Ducts connect to Fluid Tank, Chemical Plant, Oil Derrick, steam infrastructure, Zirnox, Cyclotron, and some other machines.
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Fluid Identifier

  • Two fluid slots (primary / secondary) - RMB swaps them; Shift+RMB in air opens the selection GUI.
  • Shift+RMB on a Fluid Duct - paints the identifier's fluid onto the entire connected duct network of the same duct type.
  • Shift+RMB on a Fluid Tank - sets the tank's fluid filter in-world with feedback message and sound.
  • Improved tooltips and network packet sync for remote GUI control.

JEI and Integrations

Just Enough Items (JEI) - categories with NEI GU styleI:

Category Catalyst Machine
Anvil All Anvils
Assembler Assembler + Advanced Assembler
Centrifuge Gas Centrifuge
Chemical Plant Chemical Plant + Chemical Factory
Cyclotron Cyclotron
Crucible Casting / Alloying / Smelting Crucible, Foundry Basin
Arc Welder Arc Welder
Soldering Station Soldering Station
Crystallizer Crystallizer
Press Press
  • Clicking on the progress area in the GUI opens recipes (recipe click areas).
  • Subtype interpreters for Fluid Barrel, Fluid Identifier, Assembly Template.
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Other Integrations:

  • HTTP Version Parser - checks for a new version of Modrinth upon entering a world; MOTD with links to Modrinth, CurseForge.
  • Architectury API dependency - shared codebase between different loaders to make further port simpler.

Localization

  • Source of Truth: en_us.json and ru_ru.json are created by our team.
  • Crowdin: Integration via crowdin.yml;
  • Chinese: zh_cn - partial translation; many keys (including missiles and achievements) are still in English.
  • Korean: ko_kr - a significantly more complete translation.
Locale File Note
🇷🇺 Russian ru_ru.json Full (author's primary language)
🇬🇧 English en_us.json Full (Crowdin source)
🇰🇷 Korean ko_kr.json 2/3 of the mod translated
🇺🇦 Ukrainian uk-ua.json Good progress
🇨🇳 Chinese zh_cn.json Partial
🌍 Other locales assets/hbm_m/lang/*.json Crowdin community

изображение

Creds (Discord)

  • 🇰🇷 Korean translation maintained by BORYU
  • 🇺🇦 Ukrainian translation maintained by R3YPER
  • 🇨🇳 Chineese translation maintained by These guys
  • 🇷🇸 🇫🇮 Serbian & Finnish translations maintained by dsclusv

Other improvements

Multi-loader and architecture

  • Added Architecture API dependency (embedded library)

Rendering

  • Instanced batched renderer - reduced draw calls. Multi Draw Indirect implementation attempt
  • RenderDistanceHelper, fade-out for parts.
  • Optimization: Improved shader compatibility.
  • Missile Renderer - all ballistic missiles can be seen from any distance. Can be tweaked in config.
  • Fixed OBJ transforms.

Explosions and Particles

  • ExplosionVNT - new vanilla explosion system with block mutators.
  • Expanded nuclear particles (including dedicated server fix for dud nuke).
  • Black Hole entity + renderer - Used by missiles. Added Black Hole spawning when eating conserved Black Hole
  • EmpPulse, Fleija, Nuclear MK5 scenarios.

Content and World

  • World structures by ThePhoenixKnight - new jigsaw structures for exploration and loot, discoverable in the overworld (locate via /locate structure hbm_m:...):
Structure ID Description
hbm_m:phoenix_bunker_2m Abandoned Bunker - buried survival shelter; plains, forests, taiga, jungle, savanna, and more
hbm_m:phoenix_office_abandoned_small Derelict Office (Small) - collapsed office ruin; plains and forest biomes
hbm_m:phoenix_factoryremake_overgrown1 Factory Remake (Overgrown) - huge overgrown industrial complex

Factory

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Derelict Office

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Abandoned Bunker

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  • Connected deco blocks, steel deco, concrete recipes.
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UX

  • Welcome message on world entry with notifications and links (can be disabled in config).
  • Modrinth/CurseForge update check.
  • SUPPORT.md - support page (Boosty, cryptocurrency).
  • Fixed GUI for some machines

Conclusion

One day, I had the idea to add my own item to the game. So I added a single item "for five minutes." It was an advanced alloy sword. And I really liked the process. Then came the first radiation system, then the assembly machine, the energy system, the first contributors came... and for a year now, we've been methodically porting HBM's Nuclear Tech mod to version 1.20.1, trying to preserve the spirit of the original as much as possible. This is our personal project, not a commercial product, but it takes hundreds of hours, and every bit of your feedback gives our team the strength to continue.

🇨🇳 A special thank you to the Chinese community. You seem to be the mod's largest and most visible audience: views, downloads and patience with pre-alpha bugs. Without you, this port would be much lonelier.

Help with translations. Russian and English are handled in the code; all other languages ​​are handled through Crowdin. Even a few translated strings in zh_cn or ko_kr greatly improve the experience of thousands of players.

👉 Crowdin - help with translation

👉 ModDex - HBM's Nuclear Tech Modernized

ModDex rating

Support the development (not required, but greatly appreciated):

👉 Boosty

Cryptocurrency details are here.

Source code, bug reports, and discussions: GitHub - Raptor324/HBM-Modernized. Discord

If you find a bug, create an issue. If you'd like to contribute code or translations, welcome. The factory must grow! ☢️


Thank you for your continued support as we bring this classic mod to modern Minecraft!

- The HBM's NTM Modernized Development Team